Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Arrow of Dragon Slaying very_rare DDHC-JRC-10 Between tangled Roots Show
Notes:

Arrow of Dragon Slaying
Weapon (arrow), very rare

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

Ninuno's Mark Reward uncommon DDHC-JRC-10 Between tangled Roots Show
Notes:

Ninuno's Mark
A ninuno, one of the spirits of the Dayawlongon archipelago, grants you its insight as a charm. This charm allows you to cast either augury or speak with plants once per day. Once used three times, this charm vanishes from you.

Staff of the Python uncommon DDHC-JRC-10 Between tangled Roots Show
Notes:

Staff of the Python
Staff, uncommon (requires attunement by a cleric, druid, or warlock)

You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

Wand of Fireballs rare Trade Log Show
Notes:

Wand of Fireballs

Source: Dungeon Master's Guide

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Lightning Bolts rare Trade Log Show
Notes:

Wand of Lightning Bolts Rare true
Wand of Lightning Bolts Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Staff of Healing rare DDEP4 - Reclamation of Phlan Show
Notes:

Staff of Healing

Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid)

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cure Wounds
1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration
2
Mass Cure Wounds
5

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

The smooth wood of this ordinary‐looking staff is pale, and streaked with multi‐colored veins. The staff is capped with a hollow, glass sphere that creates an illusory holy symbol of whichever deity the wielder worships. Luminescent butterflies flit around the staff’s cap and while in possession of the staff, the wielder feels fortunate and optimistic about what the future holds.

+2 Hand Crossbow (Da Sentience nicht mehr AL legal) rare DDEP4 - Reclamation of Phlan Show
Notes:

Nettle (+2 Hand Crossbow)

Weapon (Hand Crossbow), Rare (requires attunement by a creature of non‐lawful alignment)

You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.

This hand crossbow looks to have seen better times. The wood is cracked and splintered and the string is heavily‐frayed. A large, blue feather hangs from the handgrip alongside a couple green, glass baubles. The crossbow whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

Sentience. Nettle is a sentient chaotic neutral weapon with an Intelligence of 15, a Wisdom of 10, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. Nettle speaks Common and Halfling.

Personality. Nettle is greedy and impetuous, and prefers that its wielder share these ideals. It demands to be better taken care of than its previous owners did. If its bearer is lawfully‐aligned, or if its bearer does not spend at least an hour each day tending to it (polishing, applying resin to the string, etc.), Nettle denies its bonuses to attack and damage rolls and initiative checks. It also shouts out insults to those nearby, imposing disadvantage on any Charisma (Deception or Persuasion) checks or Dexterity (Stealth) check that its wielder makes to move silently.